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Howler

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  1. Like
    Howler reacted to CarlWAW in Reshade Graphics Post-processor   
    I repost my comment from the RT screenshot thread, where I adressed this problem.
     
    I just installed it and have got it running. I haven't played with the shaders, but with two out of the box preset shaders that come with reshade, I got very good results in replacing the ingame movie mode with better colors and with fully working anti aliasing.
    System: Win10, Nvidia GTX960m
    Here's what you do:
    Download Reshade 3.1
    Install
    When asked during installation download fx-shader presets? YES
    Running reshade it asks for the executable of the game you want to work with. Choose one. I chose FB.
    When starting FB it crashed.
    Go to the CM game data folder (usually in "Documents"). There you should see a "reshade-shaders" folder.
    Rename "Shaders" and "Textures" in that folder to something else (e.g. Shaders_ Textures_)
    Create a new "Shaders" folder. Into that folder you only copy those shaders you want to work with.
    To have an instantly better looking movie-mode with working anti-aliasing, from the renamed "Shaders_" copy to "Shaders" folder:
    ReShade.fxh
    Levels.fx
    Technicolor.fx
    For fun you can also copy other shaders, like Nighvision.fx or Monochrome.fx
     
    Start CM.
    Press SHIFT + F2
    Now you should see the ReShade config menu as an overlay within the game, where the shaders you copied into the folder, should be listed.
    Choose one, i.e. "Monochrome".
    The changes take effect immediately.
    The game becomes b/w.
    If that works, deselect Monochrome and select "Levels" and "Technicolor".
    Voila! A good looking movie mode with fully working anti-aliasing.
     
    When you are satisfied with your settings, go into ReShade's SETTINGS menu and switch from "Configuration Mode" to "Performance Mode". Which allegedly gives an even better performance.
     
    With these two shaders activated I do not recognize a noticeable performance hit (ReShade allows to display the frame rate!).
    Amazing software!
     
     
  2. Like
    Howler reacted to Drifter Man in CMBN weapons effect tests   
    Over the past few weeks I've been extensively testing the firepower of different American, British and German rifles, SMGs and LMGs in CMBN 4.0. I originally wanted to make a complete series of tests before 'publishing' the results, but I understand that there is an update in the making that will, as a minimum, adjust the rate of fire of some weapons, so for my work to have any impact, I should show them now rather than later. I am posting in general CM discussion. Although the tests were CMBN-specific, I believe that the same patterns in weapons effectiveness will be found in other titles as well.
    Method
    13 lanes, target troops in foxholes (4-man U.S. medium mortar ammo bearer teams, regular, fanatic, no ammo). Walls are used to separate the lanes over the last 40 meters only, to prevent ricochets from affecting the results. In each lane, one firing team (regular, normal motivation, no leadership modifier) engages the target troop unit using a target arc order. The firing team is so set up that there is only one man in the team with the tested weapon, and he is the only one firing. Ample ammo is provided from supply trucks so the firing unit does not run out of ammunition during the test. There always is a leader in the team with binoculars to aid with spotting at long distances. 13 firing teams with the same weapon are tested in parallel at distances from 40 to 600 meters. The test runs for 10 minutes or until all target troops are eliminated, whichever comes earlier. The total time in action for the 13 teams (between 0 and 7800 seconds) and the total casualties (between 0 and 52) is evaluated. Each test is repeated 26 times, therefore each weapon is tested 338 times at each distance.
    An example of the test file is found here: https://www.dropbox.com/s/d5b7qoex6cmigm0/Weapons effects BAR (Gunner) 400m.bts?dl=0
    In total, there are 106 files like that one, each run 26 times for up to 10 minutes. About 10,250,000 rounds were fired by the firing teams and 72,530 casualties taken by the target troops.
    Distance to target is the average distance of the 13 firing teams to the target action spot (as the firing team's action spot is 8 m wide, this needs to be adjusted for)
    Firepower is here defined as the average number of casualties suffered per unit time by the target troops. Minor wounds do not count. The unit is bpm, "bodies per minute".
    Rate of fire is taken from ammo consumption during the test, averaged from 26 instances. The unit is rpm, rounds per minute.
    Accuracy is the number of casualties per round fired. It may not fully correspond to the number of hits per round fired as one casualty may receive multiple hits, especially with automatic fire. The unit is bpr, "bodies per round", multiplied by 1000 to make the numbers easier to interpret.
    Tested weapons
    MP40 (Leader), Sten Mk II (Leader), Sten Mk IV (Leader, Soldier), M1A1 Thompson (Leader) - distances 40-192 m MP44 (Leader), MP44 (Soldier) - distances 40-320 m Karabiner 98K, Gewehr 43, Lee Enfield No 4, M1 Garand (all Soldier) - distances 40-320 m Lee Enfield w/scope (Marksman) - distances 40-600 m MG42 LMG, Bren, B.A.R. (all Gunner) - distances 40-600 m [I am going to break up this post here, results come next]
  3. Like
    Howler got a reaction from Warts 'n' all in Increasing WEGO turn time   
    If some are not happy with the AI projecting actions within the current scope. Stressing the AI further isn't going to be pretty.
  4. Like
    Howler reacted to Mord in Digital camo for Russian soldiers   
    This part is a bit more complicated but doesn't matter unless you are trying to completely overwrite the stock uniform.
    Uniforms have to be in numerical order or the one that breaks the sequence will not show up. The first uniform always starts with a blank at the end of the file name, "smod_russian_ratnik_soldier_uniform". There is no "1", your next BMP in the sequence will be numbered "2".  "smod_russian_ratnik_soldier_uniform 2". Make sure you leave a space between  "uniform" and the number. You just repeat this in numerical sequence for how ever many uniforms you want to add. 3, 4, 5, etc. Very simple once you know.
     
    Mord.
  5. Like
    Howler reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    Interesting question and the answer depends on the Skill level and if your looking at the screen during the playback phase or orders phase. During the orders phase for all skill levels you will see all friendly units as confirmed friendly contact icons.  However during the playback phase things change between Iron and the other skill levels.  On Iron, during playback only, friendly dispositions, in the same battalion, are not reported vertically or horizontally.  A team must observe (or hear) for itself the friendly unit, in the same battalion, to obtain updated location information.  After it obtains updated contacts the old contacts are replaced.  The location of a unit not in the same battalion is reported as we saw when the XO made contact with the 4th Bn. Recon team.  I don't think most players pay any attention to the Iron playback floating icon situation they just go straight to the orders phase where everything is visible and start issuing orders.  I know this surprised me and seems a bit odd but to the best I can tell this is how it works.  Some screenshots of it are below.   
    1st Platoon is ordered north into the woods.  

    Several minutes after 1st Platoon completed its move into the woods and had re-established radio C2 with B Company HQ, B Co. still showed 1st Platoon in 1st Platoon's Setup positions.  I then had the XO drive to 1st Platoons new location and physically spot 1st Platoon units.  The XO then returned to the Bravo Co. HQ about 11 minutes after 1st Platoon moved.  

    The friendly contacts within the same battalion were not shared vertically or horizontally.  The contacts are only obtained by actually spotting (or hearing) the friendly, same battalion, unit. 

     
     
     
     
  6. Like
    Howler reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    The 4th Tank Battalion Recon team moves into distant visual contact of the Recon Section HQ and from 330 meters reports the Armor & some friendly unit dispositions to the Section HQ (Vertical information sharing).  The Recon Team was given a Pause while moving so they would stop and kneel instead of stopping and going prone.  Kneeling facilitates spotting at distance and when in tall grass/crops.  
     
    The Recon Section HQ is selected and displays the new contact icons. 
     
    The Recon Section HQ radios 4th Battalion HQ with the contact reports and 1st Battalion unit dispositions.  4Th Battalion HQ then shows the contact icons when selected. 
     
    In summary.

    VERY COOL GAME!!!
  7. Like
    Howler reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    4th Tank Battalion Recon is selected but has no information about the Armor or the disposition of 1st Battalion units.  As a result it shows no contact icons on the east (right) side of the map.  
     
    1st Bn. Bravo Company XO Team moves to within horizontal information sharing distance (4 Action Spots) of 4th Tank Bn. Recon Team and horizontally shares contact information.  Now when 4th Bn. Recon is selected it displays contact icons on the east (right) side of the map.  Contact icons fade with age so the Tentative Armor contacts for the Tigers are very light.   
     
    The 4th Tank Battalion Recon Section HQ is selected but has no information about the OpFor Armor or friendly contacts.
     
    4th Battalion Recon moves to establish C2 with Recon Section HQ and vertically relay the spotting contacts from the east side of the map.
  8. Like
    Howler reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    Bravo Company HQ radioed 1st Battalion HQ with the report of the Armor.  1st Battalion HQ then showed tentative armor contact icons after it received the report.  
     
    4th Tank Battalion HQ is selected but has no reports of the Armor, so shows no contact icon. With no common higher HQ and no liaison in place between 1st Infantry Battalion and 4th Tank Battalion the 4th does not receive any reports about the Tiger.  
     
    A 4th Tank Battalion Recon team is selected but has no information about the Armor, so shows no contact icon.
     
    Back at 03:53:00 the XO Team of Bravo Company / 1st Infantry began to travel over to 4th Battalion’s A/O to report. 
  9. Like
    Howler reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    Bravo Company HQ is selected but has not yet received the report of the Armor, so shows no contact icon. 
     
    1st Platoon HQ radios Bravo Company HQ with the report of the Armor.   
     
    1st Battalion HQ is selected but has not yet received the report of the Armor, so shows no contact icon.
     
    At 03:52:20 Bravo Company makes radio contact with 1st Battalion. Prior to this Bravo Company was having problems reaching Bn. on the radio. If you look at Bravo Companies C2 links two & three screenshots above you will see Bravo Company had no C2 with Battalion for a short time.  Both HQs were stationary so in theory should have been able to communicate.  I’m not sure if this is intended behavior but it does happen occasionally.  Intended or not I think it adds realism.
     
  10. Like
    Howler reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    1st Platoon HQ is selected but shows no contact icon for the German Armor.  No C2 with the scout team means there is no way for the scout team to report the Armor contact. If the scout team is KIA the information about the Tiger tanks will be lost with the scouts.  
    The scouts move to report to 1st Platoon HQ which still has no contact icon for the Tiger. The contact has changed back to tentative because it is now the last known location for the Armor.  
    As the scouts approach 1st Platoon HQ they come within close visual C2 range (12 Action Spots).   
    The scouts report the tentative armor contacts to 1st Platoon HQ at about 10 Action Spots.
  11. Like
    Howler reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    The scouts move out to locate the German Armor. 
     
    The scout team obtained tentative armor contacts, however they are out of C2 and unable to make a SPOT report back to their platoon HQ.  
     
    The scouts obtain a confirmed armor contact for German Tigers however they are still out of C2 and unable to make a SPOT report. 
  12. Like
    Howler reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    The screenshots in the original C2 and Information Sharing topic were destroyed by Photobucket. As a result a REDUX C2 and Information Sharing topic was created with new screenshots. Some mods that will show up most often in the screenshots are, user interface (UI) and floating icons:  
    Floating Icons – Cat Tactical Icons CMFI
    User Interface – Juju’s TweakedUI CMFI V5
    Some interesting topics have been started about how information moves through the C2 chain both vertically (up & down the chain of command) and horizontally (directly from one team to another team).  As a result I did some experimenting with C2 & information sharing.  Below are the results with screenshots from the experiment.  If anyone can offer a correction or additional information please do. 
    Additional useful information and supplemental C2 rules:   
    4.0 Engine Manual page 66 Command & Control.
    @Bil Hardenberger Command Friction 2.0 -  http://community.battlefront.com/topic/125172-command-friction-20/
    @Peregrine Command Layers - http://community.battlefront.com/topic/110861-command-layer-in-ai-battles/
     
     
    The distance information can be shared vertically (chain of command).
    Voice C2: Up to six action spots, approximately 48 meters. If either unit is on Hide then the distance is reduced to approximately 16 meters.
    Close Visual C2: Up to 12 action spots, approximately 96 meters. This is also the maximum distance a higher HQ can fill in for a lower HQ. Example: Company or battalion HQ fills in for a platoon HQ and provides C2 to the platoon's fire teams. 
    Distant Visual C2: As far as the unit’s line of sight.  (In the experiment I had units in distant visual C2 at 40 action spots, approximately 480 meters before I stopped.)
    Radio C2: Entire map.  In the WWII titles, CMSF & CMA - C2 via backpack radio is lost during foot movement. C2 is maintained during foot movement in CMBS.
    The distance information can be shared horizontally (directly between teams).
    Up to four action spots, approximately 32 meters. (Sometimes a team had to move to within 3 action spots)
    Can information be shared horizontally between teams from different battalions?
    Yes
    Can information be shared between two different HQs that do not have a common higher HQ?
    Vertically: No (With no common higher HQ there is no bridge for the information to pass over) 
    Horizontally: Yes
    The experiment was conducted on skill level Iron in CMFI v2.0 Engine 4.  I used two different US battalions on a custom made map for the experiment.  The 4th US Tank Battalion on the west (left) side of the map and the 1st US Infantry Battalion on the east (right) side.  A high ridgeline divided the two battalions.  HQ units are blocked from C2 Voice, Close Visual and Distant Visual with other HQ units. At the beginning of the experiment no units of the 4thBattalion were in C2 with units of the 1st Battalion.  An immobilized German Tiger and a destroyed Tiger were used as the OpFor unit to be spotted and reported.  
    The Area of Operations (A/O) for the experiment. Note the highlighted scout team with no C2.   
     
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